leonlebon Débutant(e)
Nombre de messages : 29 Age : 26 Location : Ma chaise Add-On : Oui Date d'inscription : 27/01/2011
| Sujet: ne meurt pas Mer 17 Oct - 16:49 | |
| Bonjour, voila mon problème est que j'ai mis gothmog ( le balrog ) tout va bien il se bat ... mais quand il meurt il reste sans attaquer ni pouvoir attaquer a faire les animations du balrog qui bougent pas Comment le faire mourir ? - Code:
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;------------------------------------------------------------------------------ Object GothmogTheBalrog
; *** ART Parameters *** ; SelectPortrait for Heros is portrait behind skill buttons. HP = HeroPortrait. SelectPortrait = SPAngbandGothmog ; ButtonImage for Heros is button image on Hero Select UI to select hero. HI = HeroIcon or HeroImage. ButtonImage = BIAngbandGothmog Draw = W3DScriptedModelDraw ModuleTag_BodyDraw ; GlowEnabled = Yes ; GlowEmissive = Yes ; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
OkToChangeModelColor = Yes ExtraPublicBone = ZZZPASSENGERBON ExtraPublicBone = ZZZWHIPCOIL ExtraPublicBone = SWORD
;------------------------- ModelConditionState = NONE ; Not DefaultConditionState, because that keyword copies anything in here to every other state Model = MUBalrog_SKN ParticleSysBone = SWORD BalrogSwordFlare FollowBone:yes ; Not SWORDBONE, because SWORD is the bone that gets art-hidden mid animation in WIPX ParticleSysBone = SWORD BalrogSwordEmbers FollowBone:yes ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes ParticleSysBone = MANEBONE BalrogManeFire FollowBone:yes ParticleSysBone = RTWINGBONE BalrogWingSmokeLite FollowBone:yes ParticleSysBone = LFWINGBONE BalrogWingSmokeLite FollowBone:yes Model = bebalrog_c_skn ExtraMesh:Yes Model = bebalrog_b_skn ExtraMesh:Yes End
; This is triggered by the single player only HitReaction module for the lightningsword ModelConditionState = HIT_LEVEL_2 Model = bebalrog_skn ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes ParticleSysBone = MANEBONE BalrogManeFire FollowBone:yes ParticleSysBone = RTWINGBONE BalrogWingEmbers FollowBone:yes ParticleSysBone = LFWINGBONE BalrogWingEmbers FollowBone:yes Model = bebalrog_c_skn ExtraMesh:Yes Model = bebalrog_b_skn ExtraMesh:Yes
ParticleSysBone = SWORD BalrogSwordFlare FollowBone:yes ; Not SWORDBONE, because SWORD is the bone that gets art-hidden mid animation in WIPX ParticleSysBone = SWORD BalrogSwordEmbers FollowBone:yes ParticleSysBone = NONE BalrogIgniteHeatWave FollowBone:no ParticleSysBone = BAT_SPINE_2 BalrogDarkness FollowBone:yes ;FXTrigger:NONE Persist:SPAWN PersistID:100
End
ModelConditionState = HERO Model = bebalrog_skn ParticleSysBone = MANEBONE BalrogManeFlare FollowBone:yes ParticleSysBone = MANEBONE BalrogManeEmbers FollowBone:yes ParticleSysBone = MANEBONE BalrogManeFire FollowBone:yes ParticleSysBone = RTWINGBONE BalrogWingEmbers FollowBone:yes ParticleSysBone = LFWINGBONE BalrogWingEmbers FollowBone:yes Model = bebalrog_c_skn ExtraMesh:Yes Model = bebalrog_b_skn ExtraMesh:Yes
ParticleSysBone = SWORD BalrogSwordFlare FollowBone:yes ; Not SWORDBONE, because SWORD is the bone that gets art-hidden mid animation in WIPX ParticleSysBone = SWORD BalrogSwordEmbers FollowBone:yes ParticleSysBone = NONE BalrogIgniteHeatWave FollowBone:no ParticleSysBone = BAT_SPINE_2 BalrogDarkness FollowBone:yes ;FXTrigger:NONE Persist:SPAWN PersistID:100
End
;----------------- IdleAnimationState StateName = State_Idle Animation = Breathe AnimationName = MUBalrog_SKL.MUBalrog_IDLA AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 20 End Animation = LookAround AnimationName = MUBalrog_SKL.MUBalrog_IDLB AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 2 End Animation = SnortLikeABull AnimationName = MUBalrog_SKL.MUBalrog_IDLC AnimationMode = ONCE AnimationBlendTime = 10 AnimationPriority = 1 End
BeginScript Prev = CurDrawablePrevAnimationState() if Prev == "State_JustBuilt" then CurDrawableSetTransitionAnimState("TRANS_JustBuilt_To_Idle") end if Prev == "State_AboutToHitGround" then CurDrawableSetTransitionAnimState("TRANS_AboutToHitGround_To_Idle") end EndScript End AnimationState = DYING DEATH_1 Animation = Dying AnimationName = MUBalrog_SKL.MUBalrog_DIEA AnimationMode = ONCE End ParticleSysBone = None BalrogFallDust FollowBone:No End
AnimationState = DYING DEATH_2 Animation = FadingOut AnimationName = MUBalrog_SKL.MUBalrog_RORC AnimationMode = ONCE End End
; This is triggered by the single player only HitReaction module for the lightningsword ; It is highest instead of lowest priority, because the hit reaction Paralyzes us, where for others it is just a fancy idle. AnimationState = HIT_LEVEL_2 Animation = Owowowowowowowow AnimationName = MUBalrog_SKL.MUBalrog_HITB AnimationMode = ONCE End End AnimationState = EATING Animation = DoingHorribleThingToGrabbedGuy AnimationName = MUBalrog_SKL.MUBalrog_BRNA AnimationMode = ONCE AnimationBlendTime = 0 End
ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlames FollowBone:Yes ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlames2 FollowBone:Yes ParticleSysBone = ZZZPassengerBon balrogHandSqueezeFlamesFinal FollowBone:Yes ParticleSysBone = ZZZPassengerBon BalrogHandSqueezeFlash FollowBone:Yes ParticleSysBone = ZZZPassengerBon BalrogHandSmoke FollowBone:Yes ParticleSysBone = RING_2_L balrogHandAsh FollowBone:Yes ParticleSysBone = RING_2_L balrogHandAshSmall FollowBone:Yes End
AnimationState = UNPACKING PACKING_TYPE_3 Animation = GrabbingToTouching AnimationName = MUBalrog_SKL.MUBalrog_GRBA AnimationMode = ONCE AnimationBlendTime = 0 End End
AnimationState = PACKING PACKING_TYPE_3 Animation = GrabbingFollowThrough AnimationName = MUBalrog_SKL.MUBalrog_GRBC AnimationMode = ONCE AnimationBlendTime = 0 End End
AnimationState = JUST_BUILT StateName = State_JustBuilt Animation AnimationName = MUBalrog_SKL.MUBalrog_RORA AnimationMode = MANUAL AnimationBlendTime = 0 End End TransitionState = TRANS_JustBuilt_To_Idle Animation = BeingSummoned AnimationName = MUBalrog_SKL.MUBalrog_RORA AnimationMode = ONCE End End AnimationState = FIRING_OR_PREATTACK_B Animation = CrackThatWhip AnimationName = MUBalrog_SKL.MUBalrog_WIPA AnimationMode = ONCE End ParticleSysBone = RTHANDBONE BalrogWhip2swordEfx FollowBone:Yes End
AnimationState = SPECIAL_POWER_1 Animation = RoaringFear AnimationName = MUBalrog_SKL.MUBalrog_RORB AnimationMode = ONCE End ParticleSysBone = BAT_JAW BalrogScreamEffect FollowBone:Yes FXEvent = Frame:20 Name:FX_BalrogScreamEfx ParticleSysBone = BAT_JAW balrogPixelDisplScrm FollowBone:Yes ParticleSysBone = BAT_JAW balrogScrmEmbers FollowBone:Yes End AnimationState = SPECIAL_WEAPON_ONE Animation = BreathingFireAnimation AnimationName = MUBalrog_SKL.MUBalrog_FIRA AnimationMode = ONCE End ;This is Balrog's fire breath efx ParticleSysBone = BAT_JAW balrogFireBreath FollowBone:Yes ParticleSysBone = BAT_JAW balrogBreathEmbers FollowBone:Yes ParticleSysBone = BAT_JAW balrogBreathSmoke FollowBone:Yes ParticleSysBone = BAT_JAW balrogBreathProxy FollowBone:Yes End AnimationState = SPECIAL_WEAPON_TWO UNPACKING StateName = State_LeapStart Animation = GettingReadyToLeap AnimationName = MUBalrog_SKL.MUBalrog_JMP1 AnimationMode = ONCE End End AnimationState = SPECIAL_WEAPON_TWO PACKING Animation = FirstWingBeatGoingUp AnimationName = MUBalrog_SKL.MUBalrog_JMP2 AnimationMode = ONCE End End AnimationState = ABOUT_TO_HIT ; Before ThrownProjectile, since by definition this set for nn frames while T_P is still on StateName = State_AboutToHitGround Animation = StartingToLandToTouchingGround AnimationName = MUBalrog_SKL.MUBalrog_LND1 AnimationMode = ONCE End End AnimationState = THROWN_PROJECTILE Animation = HurtlingThroughAir AnimationName = MUBalrog_SKL.MUBalrog_FLYA AnimationMode = LOOP AnimationBlendTime = 10 End End TransitionState = TRANS_AboutToHitGround_To_Idle Animation = SplashAtEndOfJump AnimationName = MUBalrog_SKL.MUBalrog_LND2 AnimationMode = ONCE AnimationBlendTime = 0 End End AnimationState = TURN_RIGHT Animation = TurningRight AnimationName = MUBalrog_SKL.MUBalrog_TRNA AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = TURN_LEFT Animation = TurningLeft AnimationName = MUBalrog_SKL.MUBalrog_TRNB AnimationMode = LOOP AnimationBlendTime = 10 End End
AnimationState = MOVING Animation = Running AnimationName = MUBalrog_SKL.MUBalrog_WLKA AnimationMode = LOOP AnimationBlendTime = 10 End Flags = RANDOMSTART FXEvent = Frame:20 FireWhenSkipped Name:FX_BalrogRightFootStep FXEvent = Frame:44 FireWhenSkipped Name:FX_BalrogLeftFootStep End AnimationState = WEAPONSET_HERO_MODE UNPACKING PACKING_TYPE_1 Animation = StartIgniteRoar AnimationName = MUBalrog_SKL.MUBalrog_IGNTA AnimationMode = ONCE End End AnimationState = HERO PACKING PACKING_TYPE_1 Animation = FinishIgniteRoar AnimationName = MUBalrog_SKL.MUBalrog_IGNTB AnimationMode = ONCE End EnteringStateFX = FX_BalrogIgniteStart End AnimationState = FIRING_OR_PREATTACK_A Animation = Swipe AnimationName = MUBalrog_SKL.MUBalrog_ATKB AnimationMode = ONCE UseWeaponTiming = Yes End End AnimationState = FIRING_OR_PREATTACK_C Animation = Chop AnimationName = MUBalrog_SKL.MUBalrog_ATKA AnimationMode = ONCE UseWeaponTiming = Yes End ParticleSysBone = SWORDBONE BalrogSword FollowBone:yes End End
;-------------------------- Draw = W3DScriptedModelDraw ModuleTag_WhipDraw GlowEnabled = Yes GlowEmissive = Yes ShadowForceDisable = Yes ;The shadow setting is for the whole drawable, but this individual draw module wants to not have a shadow. ; StaticModelLODMode = yes ; Will append M or L to the skin name depending on GameLOD
DefaultModelConditionState Model = None End ModelConditionState = FIRING_OR_PREATTACK_B Model = MUBalsWhip_SKN End ;------------------ IdleAnimationState End AnimationState = FIRING_OR_PREATTACK_B Animation = CrackThatWhip AnimationName = MUBalsWhip_SKL.MUBalsWhip_WIPA AnimationMode = ONCE AnimationBlendTime = 0 End End WadingParticleSys = BalrogRiverSteam End
; ***DESIGN parameters *** DisplayName = OBJECT:Gothmog ;//DisplayMeleeDamage = BALROG_DAMAGE_DISPLAY
Side = Mordor EditorSorting = UNIT ThreatLevel = 4.0 ThingClass = CHARACTER_UNIT RecruitText = CONTROLBAR:SummonGothmog ReviveText = CONTROLBAR:GothmogRevive Hotkey = OBJECT:Gothmog BuildCost = 18000 BuildTime = 150 CrusherLevel = 4 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushWeapon = BalrogCrush
TransportSlotCount = TRANSPORTSLOTCOUNT_MONSTER WeaponSet Conditions = None Weapon = PRIMARY MordorBalrogSwordSwipe Weapon = SECONDARY MordorBalrogWhip Weapon = TERTIARY MordorBalrogSwordChop AutoChooseSources = SECONDARY None OnlyAgainst = TERTIARY STRUCTURE BIG_MONSTER End ArmorSet Conditions = None Armor = BalrogArmor DamageFX = EvilDamageFX End
VisionRange = VISION_BALROG ShroudClearingRange = SHROUD_CLEAR_BALROG
ShockwaveResistance = SHOCKWAVE_RESISTANCE_ALWAYS CommandSet = BalrogCommandSet CanPathThroughGates = No IsTrainable = No DeadCollideSize = LARGE ; How big does the AOD consider this unit for damage fx & behavior.
;------------------ AUDIO Parameters ----------------------
VoiceAttack = BalrogVoiceAttack VoiceAttackCharge = BalrogVoiceAttack VoiceAttackMachine = BalrogVoiceAttack VoiceAttackStructure = BalrogVoiceAttack VoiceGuard = BalrogVoiceMove VoiceMove = BalrogVoiceMove VoiceSelect = BalrogVoiceSelect VoiceSelectBattle = BalrogVoiceSelect
SoundAmbient = BalrogAmbientLoop SoundImpact = ImpactHorse
#include "..\..\..\includes\StandardUnitEvaEvents.inc" ; Warn the player when the enemy gets a unit. Override the normal sighting event from StandardUnitEvaEvents.inc EvaEnemyObjectSightedEvent = DiscoveredEnemyBalrog
ClientUpdate = EvaAnnounceClientCreate ModuleTag_CreateAnnounce AnnouncementEventEnemy = DiscoveredEnemyBalrog AnnouncementEventAlly = None AnnouncementEventOwner = None OnlyIfVisible = Yes ; Don't announce if hidden in the shroud CountAsFirstSightedAnnoucement = Yes ; Don't re-annouce if going into shroud & back UseObjectsPosition = No ; Play from central Fortress, not at unit's position CreateFakeRadarEvent = Yes ; Allow player to jump to unit after hearing annoucement End
ClientBehavior = AnimationSoundClientBehavior ModuleTag_AnimAudioBehavior MaxUpdateRangeCap = 800 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_WLKA Frames: 42 17 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNA Frames: 21 52 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_TRNB Frames: 21 52 AnimationSound = Sound: BalrogWhipPart1 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 1 AnimationSound = Sound: BalrogWhipPart2 Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 21 AnimationSound = Sound: ImpactWhipCrack Animation: MUBalrog_SKL.MUBalrog_WIPA Frames: 34
AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKB Frames: 32 AnimationSound = Sound: BalrogSwordSwipe Animation: MUBalrog_SKL.MUBalrog_ATKA Frames: 32 AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKA Frames:41 AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKB Frames:40 AnimationSound = Sound: ImpactBalrogAttackGeneric Animation: MUBalrog_SKL.MUBalrog_ATKC Frames:27 53 88
AnimationSound = Sound: BalrogJump_Part1 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 0 AnimationSound = Sound: BalrogJump_Part2 Animation: MUBalrog_SKL.MUBalrog_JMP1 Frames: 41 AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_FLYA Frames: 9 AnimationSound = Sound: BalrogLand Animation: MUBalrog_SKL.MUBalrog_LND1 Frames: 0 AnimationSound = Sound: BalrogWingFlaps Animation: MUBalrog_SKL.MUBalrog_JMP2 Frames: 0 AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 6 AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_LND2 Frames: 27
AnimationSound = Sound: BalrogBreathFireExhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 31 AnimationSound = Sound: BalrogBreathFireInhale Animation: MUBalrog_SKL.MUBalrog_FIRA Frames: 0
AnimationSound = Sound: BalrogRoar Animation: MUBalrog_SKL.MUBalrog_RORB Frames: 25 AnimationSound = Sound: BalrogVanquishedRoar Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 21 AnimationSound = Sound: BalrogVanquished Animation: MUBalrog_SKL.MUBalrog_RORC Frames: 50
AnimationSound = Sound: BalrogInjuredB_Part1 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 0 AnimationSound = Sound: BalrogInjuredB_Part2 Animation: MUBalrog_SKL.MUBalrog_HITB Frames: 70
AnimationSound = Sound: BalrogChuckle Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 1 AnimationSound = Sound: BalrogContentVox Animation: MUBalrog_SKL.MUBalrog_IDLA Frames: 0 AnimationSound = Sound: BalrogIdleB_Part1 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 0 AnimationSound = Sound: BalrogIdleB_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 37 AnimationSound = Sound: BalrogIdleB_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLB Frames: 95 AnimationSound = Sound: BalrogIdleC_Part2 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 29 AnimationSound = Sound: BalrogIdleC_Part3 Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 60 AnimationSound = Sound: BalrogFootstep Animation: MUBalrog_SKL.MUBalrog_IDLC Frames: 61
AnimationSound = Sound: BalrogDieVox Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 13 AnimationSound = Sound: BalrogBodyfall1 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 56 AnimationSound = Sound: BalrogBodyfall2 Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 57 AnimationSound = Sound: OliphantFall Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 21 AnimationSound = Sound: BalrogLandSwordHit Animation: MUBalrog_SKL.MUBalrog_DIEA Frames: 54
AnimationSound = Sound: BalrogIgnite Animation: MUBalrog_SKL.MUBalrog_IGNTA Frames: 51 End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT KindOf = HERO PRELOAD SELECTABLE CAN_CAST_REFLECTIONS MONSTER SCORE CAN_ATTACK NO_FREEWILL_ENTER PATH_THROUGH_INFANTRY SCARY BIG_MONSTER CAN_ATTACK_WALLS SUMMONED ThreatBreakdown MordorBalrog_DetailedThreat AIKindOf = SIEGEWEAPON End Body = ActiveBody ModuleTag_02 MaxHealth = 15000 ;BALANCE Balrog Health End Behavior = RespawnUpdate ModuleTag_RespawnUpdate DeathAnim = DYING ;STUNNED ;Model condition to play when killed-to-respawn DeathFX = FX_EomerDieToRespawn ;FXList to play when killed-to-respawn DeathAnimationTime = 3333 ;1133 ;How long DeathAnim will take. InitialSpawnFX = FX_EomerInitialSpawn RespawnAnim = LEVELED ;Animation to play when respawning. RespawnFX = FX_EomerRespawn ;FXList to play when respawning. RespawnAnimationTime = 2000 ;Time it takes for respawn to play. AutoRespawnAtObjectFilter = NONE +CASTLE_KEEP ;Respawn at this location -- and at it's exit production point if possible. ButtonImage = BIAngbandGothmog ;RespawnEntries determine the ruleset for how a character can be revived. Some units may automatically respawn, others ;may require a specific revive action performed on him. You can specify different values for each level... or use Level:Any RespawnRules = AutoSpawn:No Cost:12000 Time:60000 Health:100% ;DEFAULT VALUES End
Behavior = StancesBehavior ModuleTag_StancesBehavior StanceTemplate = FighterHorde End
Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes ATTACK_BUILDINGS MoodAttackCheckRate = 500 AILuaEventsList = BalrogFunctions End
LocomotorSet Locomotor = BalrogLocomotor Condition = SET_NORMAL Speed = 50 End
Behavior = BezierProjectileBehavior ModuleTag_Projectile ; Module starts asleep, and wakes up when thrown. ; To tweak a Bezier path FirstHeight = 104 ; Height of Bezier control points above highest intervening terrain SecondHeight = 52 FirstPercentIndent = 20% ; Percentage of shot distance control points are placed SecondPercentIndent = 70% TumbleRandomly = Yes
CrushStyle = Yes ; I don't detonate, I just hit
BounceCount = 0 ; When I hit the ground, I'll arc again
FinalStuckTime = 1766 ; Can't move for this long afterwards
GroundHitFX = FX_BalrogJumpHitGround GroundHitWeapon = RohanGimliLeapWarhead PreLandingStateTime = 300; Look ahead to the end of the arc, and get the ABOUT_TO_HIT flag this far in advance End
Behavior = PhysicsBehavior ModuleTag_04 GravityMult = 1.0 End Behavior = FireWeaponUpdate FireWeaponUpdateModuleTag FireWeaponNugget WeaponName = MordorBalrogHeroEffect FireDelay = 0 OneShot = No End HeroModeTrigger = Yes ; this only happens when hero mode is active End Behavior = SlowDeathBehavior ModuleTag_05 DeathTypes = ALL -FADED DestructionDelay = 2500 FX = FINAL FX_BalrogFinalDeath DeathFlags = DEATH_1 End Behavior = SlowDeathBehavior ModuleTag_FadeDeath DeathTypes = NONE +FADED FX = INITIAL FX_BalrogUnsummonInitial DestructionDelay = 3800 FX = FINAL FX_BalrogUnsummonFinal DeathFlags = DEATH_2 End Behavior = SpecialPowerModule ModuleTag_IgniteStarter SpecialPowerTemplate = SpecialAbilityHeroMode UpdateModuleStartsAttack = Yes ;InitiateSound = End Behavior = HeroModeSpecialAbilityUpdate ModuleTag_IgniteUpdate SpecialPowerTemplate = SpecialAbilityHeroMode UnpackingVariation = 1
UnpackTime = 1800 PackTime = 1600
AwardXPForTriggering = 0 HeroAttributeModifier = BalrogIgniteState HeroEffectDuration = 30000 End
Behavior = SpecialPowerModule ModuleTag_ScreamStarter SpecialPowerTemplate = SpecialAbilityBalrogScream UpdateModuleStartsAttack = Yes ;InitiateSound = End Behavior = ModelConditionSpecialAbilityUpdate ModuleTag_ScreamUpdate ; So the difference in SpecialPower is that it takes timing from this UpdateG, instead of simply firing. SpecialPowerTemplate = SpecialAbilityBalrogScream
UnpackTime = 1500 ; Drawing the horn PreparationTime = 1 ; nothing PackTime = 1800 ; Putting horn away
AwardXPForTriggering = 0 WhichSpecialPower = 1 End
Behavior = SpecialPowerModule ModuleTag_BreathStarter SpecialPowerTemplate = SpecialAbilityBalrogBreath UpdateModuleStartsAttack = Yes InitiateSound = BalrogSpecialPowerRoar ;this plays on right-click target, not when Balrog leaps End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_BreathUpdate SpecialPowerTemplate = SpecialAbilityBalrogBreath
UnpackTime = 1300 ; Drawing the horn PackTime = 3700 ; Putting horn away
AwardXPForTriggering = 0 StartAbilityRange = 40.0 SpecialWeapon = MordorBalrogBreath WhichSpecialWeapon = 1 End
Behavior = SpecialPowerModule ModuleTag_LeapStarter SpecialPowerTemplate = SpecialAbilityBalrogWings UpdateModuleStartsAttack = Yes InitiateSound = BalrogSpecialPowerRoar ;this plays on right-click target, not when Balrog leaps End
Behavior = WeaponFireSpecialAbilityUpdate ModuleTag_LeapUpdate SpecialPowerTemplate = SpecialAbilityBalrogWings
UnpackTime = 1733 ; Drawing the horn PackTime = 1160 ; Putting horn away
AwardXPForTriggering = 0 StartAbilityRange = 800.0 ApproachRequiresLOS = No SpecialWeapon = MordorBalrogLeap BusyForDuration = 3000 ; don't accept any AI for this long... ai commands will be queued WhichSpecialWeapon = 2 End Behavior = CreateObjectDie ModuleTag_CrushUnitsOnDeath CreationList = OCL_BalrogDie End
Geometry = CYLINDER GeometryMajorRadius = 30.0 GeometryHeight = 70.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ;SHADOW_DECAL ; SHADOW_VOLUME has trouble with his wings. Possibly because of the transparent bits ShadowSizeX = 100 ShadowSizeY = 100 ShadowTexture = ShadowI End Merci d'avance | |
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Korl Moddeur expert
Nombre de messages : 564 Add-On : Oui Date d'inscription : 26/06/2011
| Sujet: Re: ne meurt pas Mer 17 Oct - 19:49 | |
| Simplement parque t'a oublié un bout de code sur son animation lors de sa mort. Pour te simplifié la tache je peux te conseiller les topics de comment mettre le Balrog en héros.
Sinon le code est une animation ou dans respawn les code concernant sa mort. Code que tu ne dois pas avoir , reprend les tutoriaux , ils sont complet. | |
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